Necrolyte base class
Necrocarnum-focused meldshaper.
Alignment: Any non-good.
Gains the Necrocarnum Acolyte feat that lets you shape necrocarnum melds (and gives +1 to the save DC of them) at first level.
Soulmeld list is almost entirely necrocarnum melds. Lots of soulmelds are focused on the powers of undead, similar to the totemist's focus on magical beasts.
Undead matching one of your shaped soulmelds react better. Mindless undead will ignore you unless they are provoked or they are under the command of another. Intelligent undead do not instinctively feel hatred, bloodlust, or other negative sentiments towards you (although they may still hate you for more rational reasons), and will generally have an initial attitude of indifferent upon first meeting you, rather than hostile or unfriendly. You gain a +4 bonus on Diplomacy checks for the purpose of influencing intelligent undead. Undead will still react normally (usually with hostility) to your allies, however.
- Note: Mostly for the undead-specific melds being introduced here, but also counts if you have totemist magical beast soulemlds shaped and you encounter an undeadified version of that.)
- Might just make this global, rather than tied to the specific soulmelds you have shaped.
Gets +1 and later +2 to essentia capacity of necrocarnum melds.
Some ability to necromance. The Necrocarnum Circlet's singular necrocarnum zombie isn't enough. Might be some kind of rebuking, might be some ability to animate dead/create undead separate from that. Some ideas:
- Animate dead as an SLA (no material components), but you need to invest 1 essentia per 10 HD of undead instead or something.
- Unshape a necrocarnum soulmeld to rebuke undead. If you unshape an undead meld, gain bonuses for rebuking that undead. (Could be bonuses to your turning level or doing a "greater rebuking" where anything you rebuke gets controlled instead.) (Soulmelds as Pokeballs?)
Note: Undead melds are necrocarnum.
Least Chakras
Crown: Allip, Ghost
Feet: Wraith
Hands: Devourer, Ghast, Zombie
Lesser Chakras
Arms: Ghoul, Mummy
Brow: Allip, Bodak, Mummy, Vampire
Shoulders: Shadow, Vampire
Greater Chakras
Waist: Ghast, Lich
Throat: Mohrg, Nightshade, Vampire
Advanced Chakras
Heart: Ghost, Necrocarnum Zombie, Nightshade, Zombie
Soul: Devourer, Lich, Necrocarnum Zombie
Allip's Words
Base: Immune to language-dependent effects.
Essentia: Bonus on saves vs. mind-affecting.
Brow: Standard action, nearby sane creatures must Will save or take no action for 1d4 rounds up to a maximum of the essentia invested. Once affected, a creature is immune to subsequent uses for 24 hours. Mind-affecting sonic compulsion.
Crown: Deal Wisdom damage when targeted by a mind-affecting effect.
Bodak's Eyes
Base: 50% chance to ignore gaze attacks, or 100% if averting your gaze.
Essentia: Bonus on Spot checks.
Brow: Standard action to gaze at a living creature. Fort save or stunned for 1d4 rounds or until attacked. If you have at least as much essentia invested as they have HD, they die instead.
Devourer's Grasp
Base: You can capture the soul of any creature you kill in melee. Can hold the soul for up to 24 hours. You can hold up to one soul at a time. Release the soul as a free action, or when the soulmeld is unshaped. While you have a captured soul, you can draw power from it as a free action, granting you 1 additional essentia for up to its HD in rounds. You can draw more than 1 essentia at a time from it, up to your essentia capacity with this soulmeld, but each additional essentia counts against the total number of rounds you can draw power from the soul. When the soul runs out of rounds of essentia, it is released.
Essentia: Bonus on saves against charms, compulsions, death effects, positive and negative energy, energy drain, and effects that influence your soul.
Hands: Use Spectral Hand at will while you have a captured soul. You don't lose (or regain) hit points. Spell acts like it has a permanent duration, but every 5 rounds counts as 1 round of drawn essentia from the captured soul.
Soul: You are immune to the following spells and effects while you have a captured soul: banishment, chaos hammer, confusion, crushing despair, detect thoughts, dispel evil, dominate person, fear, geas/quest, holy word, hypnotism, imprisonment, magic jar, maze, suggestion, trap the soul, or any form of charm or compulsion.
Ghoul Claws
Base: Gain a pair of weak claw attacks.
Essentia: Enhancement bonus for the claws.
Arms: If you hit a creature with both claws in the same round, it must Fort save or be stunned for 1 round. Elves are immune.
Ghast's Pallor
Base: Immune to disease.
Essentia: Bonus on Fort saves.
Hands: 1/round, when you hit a creature with a melee attack, infect it with Ghoul Fever (Fort negates, use soulmeld's save DC instead of disease's for initial save). If it's already infected, failed Fort save accelerates the disease, dealing 1d3 Con damage and 1d3 Dex damage.
Waist: Nearby living creatures are sickened (no save). Essentia increases the area.
Ghost Veil
Base: See into the ethereal plane. Also see incorporeal and ethereal creatures up to 5 feet into solid objects.
Essentia: Deflection bonus to AC, but penalty to weapon damage rolls against corporeal creatures, except with ghost touch, force, and positive/negative energy effects.
Crown: Also see invisible.
Heart: Choose a
lesser ghost power.
Shoulders: 10% chance +5%/essentia (max 50%) to ignore damage from corporeal sources, aside from ghost touch, force, and positive/negative energy effects (as though with a lesser form of incorporeality).
Lich's Might
Base: +1 enhancement to save DCs of your Necromancy spells
Essentia: Enhancement bonus to caster level checks vs. SR (all spells)
Waist: Gain DR 1/bludgeoning and magic and resistance 3 to cold and electricity per essentia invested
Soul: If you die, soulmeld coalesces into a physical phylactery that stores your life force. If it isn't destroyed, you reappear after 1d10 days.
Mohrg's Tongue
Base: No AoOs when starting a grapple. Gain +2 on grapple checks.
Essentia: Bonus on grapple checks.
Throat: Make melee touch attack as a standard action. Causes paralysis for 1 round on failed Fort save.
Mummy's Wrappings
Base: When a creature that attacks while it can see you, it must make a Will save or be shaken for 1 round. This can't stack with other fear effects and conditions. After rolling, a creature is not subject to this effect for 5 minutes. The shaken condition applies before resolving the attack. Mind-affecting fear effect.
Essentia: +1 round duration.
Arms: Any creature you damage with a melee attack becomes unaffected by magical healing for 1 minute. Any magical healing requires a caster level check (DC 5 + your meldshaper level + 2x essentia). If the check fails, the creature regains no hit points from the healing.
Brow: As a standard action, gaze at a shaken, frightened, or panicked creature. It must make a Will save or be cower for 1 round + 1 round/essentia, or until it's no longer shaken, frightened, or panicked. Mind-affecting fear effects.
Necrocarnum Zombie Infusion
Base: Attacks strike as though wielding a magic weapon. Gain DR 2/magic.
Essentia: Increase DR/magic by 2x essentia invested.
Heart: You gain an insight bonus to all your speeds. The value of this bonus equals +10 feet per point of essentia you have invested in this soulmeld. You also gain an insight bonus equal to twice the points of invested essentia on initiative checks.
Soul: You gain an insight bonus to your AC and on your saving throws. The value of this bonus equals the points of essentia you have invested in this soulmeld.
Nightshade's Presence
Base: Aura gives desecrate-like bonuses to nearby undead.
Essentia: Increase radius.
Throat: Summon undead creatures.
Heart: Improves aura to double-strength desecrate.
Shadow's Cloak
Base: Ghost touch.
Essentia: Bonus on Hide and Move Silently checks.
Shoulders: Become incorporeal while moving. (Limitation?)
Skeletal Ribcage
Base:
Essentia: Bonus to initiative.
Heart: Natural armor bonus.
Spectre ...
Base:
Essentia:
Vampire's Cowl
Base: Gain 2 temp hp when a creature within 30 ft. takes damage. Gain double that if it's from bleeding, or if it's hp loss from Constitution damage/drain or negative levels.
Essentia: Increases temp hp gained by 1/essentia (2 if it's bleeding, Con loss, or neg levels).
Brow: Standard action to gaze. Will save or charmed for 1 round/essentia.
Shoulders: Assume and revert from gaseous form at will. If you fall unconscious or become dying, you automatically stabilize and become gaseous.
Throat: Gain bite attack. Also deals Constitution damage equal to essentia invested on failed Fort save.
Wight ...
Base:
Essentia:
Wraith Boots
Base: Ignore difficult terrain. Can move through spaces occupied by enemies (as long as you don't end your movement there).
Essentia: Dodge bonus to AC against AoOs.
Feet: Enemies you move through must Will save or be shaken for 1 round.
Zombie's Flesh
Base: Immune to disease.
Essentia: +1 hp/level/essentia. Like the additional hit points granted by an increase to your Constitution score, these are not temporary hit points and are not lost first. As such, if essentia is removed from this soulmeld, you lose a commensurate number of hit points, possibly even killing you.
Hands: Gain a slam attack.
Heart: Gain DR 5/slashing.
Necrocarnum Bonds
Base: Share Pain with a willing creature, but one way (they take 50% of your damage). One creature at a time, ends if you're more than 10 feet apart for more than 1 round.
Essentia: +10 ft. max distance.
Arms: Can target an unwilling creature. Will negates.
Waist: If you have to make a save, use the higher of your modifiers for the save or the bonded creature's modifiers.
Note: Also refer to soulmelds in
Sirp's Necrocarnate rework.